/*
 * Copyright (c) 2011, okazoh_tk. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  - Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 *  - Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *  - Neither the name of the copyright holder nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#include "./GLPrivate.h"

#include "alkes/opengl/IMatrixStack.h"
#include "alkes/opengl/GLWrapper.h"
#include "alkes/math/Math.h"

namespace alkes
{

IMatrixStack::IMatrixStack()
{
}

IMatrixStack::~IMatrixStack()
{
}

const float* IMatrixStack::getPointer()
{
    return 0;
}

void IMatrixStack::translate(float x, float y)
{
    translate(x, y, 0.0f);
}

void IMatrixStack::scale(float xscale, float yscale, const Vector2D& origin)
{
    translate(origin.x, origin.y, 0.0f);
    scale(xscale, yscale, 1.0f);
    translate(-origin.x, -origin.y, 0.0f);
}

void IMatrixStack::rotate(float angle, const Vector2D& origin)
{
    translate(origin.x, origin.y, 0.0f);
    rotate(angle, 0.0f, 0.0f, 1.0f);
    translate(-origin.x, -origin.y, 0.0f);
}

void IMatrixStack::skewX(float angle)
{
    Matrix m;

    m.identity();

    float tx = tan(angle * (float)PI / 180.f);

    m.m_[0][1] = tx;

    multiply(m);
}

void IMatrixStack::skewY(float angle)
{
    Matrix m;

    m.identity();

    float ty = tan(angle * (float)PI / 180.f);

    m.m_[1][0] = ty;

    multiply(m);
}

}
